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OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language /

"This hands-on guide cuts short the preamble and gets straight to the point - actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer look...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wolff, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham [England] : Packt Pub., 2011.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Wolff, David. 
245 1 0 |a OpenGL 4.0 shading language cookbook :  |b over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language /  |c David Wolff. 
260 |a Birmingham [England] :  |b Packt Pub.,  |c 2011. 
300 |a 1 online resource (iii, 323 pages) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Includes index. 
588 0 |a Print version record. 
505 0 |a 1. Getting Started with GLSL 4.0 -- 2. The Basics of GLSL Shaders -- 3. Lighting, Shading Effects, and Optimizations -- 4. Using Textures -- 5. Image Processing and Screen Space Techniques -- 6. Using Geometry and Tessellation Shaders -- 7. Shadows -- 8. Using Noise in Shaders -- 9. Animation and Particles. 
505 0 0 |g 1.  |t Getting Started with GLSL 4.0 --  |t Introduction --  |t The OpenGL Shading Language --  |t Profiles: Core vs. Compatibility --  |t Using the GLEW Library to access the latest OpenGL functionality --  |t GLEW visualinfo --  |t GLEW glewinfo --  |t Checking for extension availability at runtime --  |t Using the GLM library for mathematics --  |t Using the GLM types as input to OpenGL --  |t Determining the GLSL and OpenGL version --  |t Compiling a shader --  |t Deleting a shader object --  |t Linking a shader program --  |t Deleting a shader program --  |t Sending data to a shader using per-vertex attributes and vertex buffer objects --  |t Using layout qualifiers --  |t Using element arrays --  |t Interleaved arrays --  |t Getting a list of active vertex input attributes and indices --  |t Sending data to a shader using uniform variables --  |t Getting a list of active uniform variables --  |t Using uniform blocks and uniform buffer objects --  |t Using an instance name with a uniform block --  |t Using layout qualifiers with uniform blocks --  |t Building a C++ shader program class --  |g 2.  |t The Basics of GLSL Shaders --  |t Introduction --  |t Vertex and fragment shaders --  |t Replicating the old fixed functionality --  |t Implementing diffuse, per-vertex shading with a single point light source --  |t Implementing per-vertex ambient, diffuse, and specular (ADS) shading --  |t Using a non-local viewer --  |t Per-vertex vs. Per-fragment --  |t Directional lights --  |t Light attenuation with distance --  |t Using functions in shaders --  |t The const qualifier --  |t Function overloading --  |t Passing arrays or structures to a function --  |t Implementing two-sided shading --  |t Using two-sided rendering for debugging --  |t Implementing flat shading --  |t Using subroutines to select shader functionality --  |t Discarding fragments to create a perforated look --  |g 3.  |t Lighting, Shading Effects, and Optimizations --  |t Introduction --  |t Shading with multiple positional lights --  |t Shading with a directional light source --  |t Using per-fragment shading for improved realism --  |t Using the halfway vector for improved performance --  |t Simulating a spotlight --  |t Creating a cartoon shading effect --  |t Simulating fog --  |t Computing distance from the eye --  |g 4.  |t Using Textures --  |t Introduction --  |t Applying a 2D texture --  |t Applying multiple textures --  |t Using alpha maps to discard pixels --  |t Using normal maps --  |t Simulating reflection with cube maps --  |t Simulating refraction with cube maps --  |t The Fresnel equations --  |t Chromatic aberration --  |t Both sides of the object? --  |t Image-based lighting --  |t Applying a projected texture --  |t Rendering to a texture --  |g 5.  |t Image Processing and Screen Space Techniques --  |t Introduction --  |t Applying an edge detection filter --  |t Optimization techniques --  |t Applying a Gaussian blur filter --  |t Creating a "bloom" effect --  |t Using low-res textures --  |t Using gamma correction to improve image quality --  |t Using multisample anti-aliasing --  |t Using deferred shading --  |g 6.  |t Using Geometry and Tessellation Shaders --  |t Introduction --  |t The shader pipeline extended --  |t The geometry shader --  |t The tessellation shaders --  |t Point sprites with the geometry shader --  |t Drawing a wireframe on top of a shaded mesh --  |t Drawing silhouette lines using the geometry shader --  |t Tessellating a curve --  |t Tessellating a 2D quad --  |t Tessellating a 3D surface --  |t Tessellating based on depth --  |g 7.  |t Shadows --  |t Introduction --  |t Rendering shadows with shadow maps --  |t Aliasing --  |t Rendering back faces only for the shadow map --  |t Anti-aliasing shadow edges with PCF --  |t Creating soft shadow edges with random sampling --  |t Improving realism with prebaked ambient occlusion --  |t Screen-space ambient occlusion --  |t Another technique for dynamic ambient occlusion --  |g 8.  |t Using Noise in Shaders --  |t Introduction --  |t Creating a noise texture using libnoise --  |t Creating a seamless noise texture --  |t Creating a cloud-like effect --  |t Creating a wood grain effect --  |t Creating a disintegration effect --  |t Creating a paint-spatter effect --  |t Creating a night-vision effect --  |g 9.  |t Animation and Particles --  |t Introduction --  |t Animating a surface with vertex displacement --  |t Creating a particle fountain --  |t Creating a particle system using transform feedback --  |t Querying transform feedback results --  |t Recycling particles --  |t Creating a particle system using instanced particles --  |t Simulating fire with particles --  |t Simulating smoke with particles. 
520 |a "This hands-on guide cuts short the preamble and gets straight to the point - actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here"--EBL 
546 |a English. 
504 |a Includes index. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
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776 0 8 |i Print version:  |a Wolff, David A.  |t OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language.  |d Birmingham : Packt Publishing, ©2011  |z 9781849514767 
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